I'll have to look into the Assault Rifle variant a bit more as I've been busy with the carbines lately, but I feel the Carbine is insanely accurate to where I can say "yes, it is simple as point and shoot."
Close-range? No recoil control needed, simply ADS hold the trigger and a dude is dead within two milliseconds with no sweat. Mid-range is same but adding maybe one two seconds to that. Long-range I feel is no sweat with the carbine whereas with the others (even the MTAR, but that probably isn't an issue for those that use scopes/RDS, et. al unlike me being completely bare) have to burst or other drawbacks.
But I feel both are insanely too good in handling to where "what else would anyone use" is a valid question.
If your ADSing with the 52 at close range your doing it entirely wrong in the first place, this is one of the reasons its not that simple.
The 52 has some of the best hipfire in the game due to its damage and relatively small hairs.
Its versatile as fuck, one of the most in the game in fact, if not the most.
If you micro burst at 150m you will stay effective, same goes for any other range as long firing will get you nowhere with a 26 shot clip and a slow velocity.
This is why the angled is god tier on this weapon.
Its damage is stupidly good for what it is, and microbursting with a near guaranteed first shot landing is what it is.
My second most used gun at 2500 kills.
The L85 being my number one obviously, and is for good reason.
Rate of fire is crazy and its got 0 recoil when micro bursting along with 0 sway.
Its reload time puts it a class below the 23, however it outranges the 23 to make up for it, even suppressed.
4000 kills with the L85 as of now. (Between both of my platforms)
I know these 2 pretty damn well and I'm 1000% positive they need to be changed.
Recoil for the L85 at range and the damage of the 52.
I have a list of changes that can put the 23 in line after using it in semi-pro=pro GB/esl scrims....
Top of said list are,
horizontal/equal vertical recoil hit, about as much as the L85 has when normal bursting, with slightly less of a hit to the vertical
Damage increase at long range, damage decrease at short-mid
Reduce velocity to coincide with the long range increase
Other options would include a ROF hit to 700 as well as a longer full reload animation, as opposed to a half reload
These are obviously all imo of course, however i have used this gun for well over 40 hours in total at this point, maybe even a bit more due to private and untimed scrims, as well as in high level GB/ESL scrim environments.
As it stands now, the ACE family benefits the most from angled spam, this gun doesn't.
Making these changes, puts it in line with the other galils in terms of niche and flavor as well as removing it from the utmost top spot in ESL/GB and puts it in line with its second, which is a mix between the 52 and the M416.
If they just touch the reload time, it may kill the gun in the top tier.. As you would have a brother to the L85, which isn't used in the slightest in terms of pro play due to its horrendous reload and other options such as the slightly weaker, yet infinitely better in terms of reload cousin, the M416.
When dice nerfs a single component of a gun, it tends to be an over nerf.
They do better when they put multiple angles in line as opposed to a single bandaid such as a reload hit.
All of this taking into account, making carbines and assault rifles feel different being a goal of theirs it seems, so this is an odd subject, but i expected them to at least attempt a balance as opposed to calling bullshit on the whole thing essentially.
Most people who report that a gun needs nerfs, don't even understand why a gun needs nerfs, but this is the case with every balance issue known to man, which is why they themselves need to step up a bit and take matters into their own hands, which they did... However they did so by saying the gun is fine, and people who actually do understand whats wrong with it and have at least a glimmer of an idea in terms of a marginal fix, get pushed aside. They want what they want, its their game i guess.
I would love it if there was a program that was in place, where if you have spent a certain amount of time with a weapon, you can give your feedback on it.
Nobody is perfect in terms of balance, i played WoW amongst other titles at a high level and have seen all sorts of bullshit and all sorts of on the mark changes. I truly think a system, where payers who put in an immense amount of time in with a class/role/weapon can input their issues and have actual feedback, as opposed to twitter Q&As and polls (which is something at least) can do well in helping devs tackle the balancing act.
If this wasn't a AAA developer and company, i wouldn't suggest something as intricate, however it is, and its clear they are searching for better ways of getting player feedback, hence the creation of polls etc.
Just an idea i have had for many years.
In games like WoW (balance issues still apply here), your options for player feedback include,
Twitter
Their forums, where you must be a subscriber to post in, as well as specific beta forums, for those who only have access to beta etc. as well as had a decent amount of people monitoring the forums, such as MVP posters who had direct contact with a small section as well as the class design team, especially in the beta forums, which include ptr after each patch.
And some people even had the option of direct contact with the blizzard team themselves (people in my guilds over the years have had such an option, however this doesn't really apply to DICE and battlefield).
I love this series, and this game past its problems, and i want to see them move forward in the right direction on all fronts, such as taking their time with the next installment and not rushing it out the door, amongst other things that should be expected.
I know many others in this very thread who feel the same way in terms of the series and this game in general.
I rambled hardcore, sorry.
On topic, balance means balance, its why its a touchy subject in every game, as well as extremely difficult overall, some developers have a certain idea or vision for their game and stick with it.
Like the tango, which is a dance, that pretty much sums up everything i just said.
But not really.
1:17AM time for bed.